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    Wolfenstein Umbrella Beginnings

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    Post by Guest Thu Mar 26, 2009 3:57 pm

    I heard about this great mod being developped here once but can't find any topic on it!!! scratch

    Does anyone have info or screenshots or know if it is almost done yet?confused
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    Post by Thomas Sun Mar 29, 2009 3:42 am

    I heard it's just some kid planking Chokage. I mean, who really wants to pick up an old corpse like that, huh? I mean really.
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    Post by jayngo26 Thu Apr 02, 2009 4:12 pm

    Thanks for the support. It has been in development for a while. Truthfully, I have not worked on it in about 2 months. I burned myself out and things have been really busy in my life lately. I need to complete 3 more levels then Episode 1 is done. I plan on making 3 episodes for it. It is not a rip off of Chokage. Never even played that. It is just what I named it. Wolf fused with RE. I love both of those franchises. So, I made up my own little story that combines the two. If you want more info check out my website.http://jayngo26.wordpress.com/. I logged A LOT of updates during my development stages. Nexion was a great help in teaching me the ropes!! The game has MANY code changes including logfiles, new music, new graphics, new sounds, breaking static object barrier to allow for TONS of more objects etc. A lot of stuff. I need to finish it!!!!
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    Post by Dark_wizzie Fri Apr 03, 2009 3:42 pm

    Yes, do bring in tons of new stuff. We like that.



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    Post by jayngo26 Mon Apr 13, 2009 7:08 pm

    Level 7 has been completed. The overall design of Level 8 was done months ago. I just need to add all the objects, guards and logfile. I am trying to use what little time I have lately to get Episode 1 done and release it...
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    Post by jayngo26 Wed Apr 15, 2009 6:23 pm

    WUB Update: Level 8 is now completed and playtested. Level 9 is now in design stage. It is the last level to be done for Episode 1. I still have some work to do with the final boss, the Read This, and some minor coding. Other than that, WUB is almost done...
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    Post by jayngo26 Sat Apr 18, 2009 4:50 pm

    WUB update: Level 9 (the final level) has been completed. I just ran through the entire game on a full play through. Everything seems to be in order. Still have some Read This! to finish up and still need to figure out how to recolor a boss (all 12 frames). WUB is almost done!
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    Post by jayngo26 Wed Apr 22, 2009 2:56 pm

    WUB update:Everything is just about done now. Just need to remove Episodes 2 and 3 for the final version and play test again. Finished my boss including recoloring and new voice and finished readme.txt yesterday...
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    Post by jayngo26 Sat Apr 25, 2009 10:33 am

    WUB update: Episode 1, Discovery is completed. You can download it herehttps://wolf3d.darkbb.com/dome-news-f2/wolfenstein-umbrella-beginnings-released-t1225.htm

    Let me know what you think. It's my first official mod (I made maps years ago when the first mapedit came out, but nothing like this). I am looking to start WUB Episode 2 soon, but feedback would be appreciated!! Thanks.
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    Post by doomjedi Sun Apr 26, 2009 4:39 am

    Well, I like the mod. Weapons are cool (and don't see no hint here Wink ) , map design is very original, many secrets rooms, the in-game message system rocks.

    On a weaker side - to little health IMO.
    Also the "still/scenery blood dropping" knights , where blood just frozen in the air....look most weird.
    On a funny side (Spoiler) - to see dead doctor after being locked in a room (without toilet) for many days...makes me wonder... Smile
    Also it's always funny when noone can kill those mutants despite all those weapons and ammo around - and you easily shoot them in hordes Smile Stupid doctors and soldiers Smile
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    Post by jayngo26 Mon Apr 27, 2009 6:33 pm

    Thanks for the feedback doomjedi. I really appreciate it. Laughing As far as too little health, much is found in secret passages. I like exploration, so I encourage that in my mod. However, there are a few levels where health is sparse. It adds to the "survival horror" aspect.

    Any feedback is appreciated! It will only make Episode 2 that much better...... Cool



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    Post by doomjedi Thu Apr 30, 2009 10:25 pm

    I like this mod. The more I play it, the fun it gets Smile I like the storyline, the maps, the coding features related to the story ....very fun mod to play Smile
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    Post by jayngo26 Sat May 02, 2009 3:48 pm

    ANNOUNCEMENT: Wolfenstein:Umbrella Beginnings, Episode 2, Operation:End Epidemic began production this past week. I plan to add many new features to WUB2 including: A new (fifth) weapon, a new enemy type, more static sprites and collectible items and other features not mentioned here. Today, I coded/added the new weapon into place. Detailed story for Ep2 is still in the works. I plan on starting level design within the next week or two.



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    Post by jayngo26 Sat May 30, 2009 6:07 am

    Update:Quite a bit of work has taken place since the last update. The fifth weapon with new ammo has been completed as well as another unnamed special feature. A new special feature is in the works right now as well. Work on Episode 2 will come to a slow as I am moving out of state this weekend (tomorrow). Things have been crazy and it's amazing how much work has actually taken place on Ep2 these past few stressful weeks. Thanks goes to my secret partner in crime for helping me out with some vicious coding... Cool



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    Post by jayngo26 Mon Jun 01, 2009 8:57 pm

    Well, right now I am "borrowing" a wireless connection. Hehe. I will be officially back online this Wednesday and my network should be up and running by the end of this coming weekend Cool. So, the move went better than expected, although it was A LOT of work and it was a blazing 98 degrees today for the move into my new place. Work on WUB2 should begin soon. Still much to do and new places to explore etc. etc....



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    Post by jayngo26 Fri Jun 12, 2009 8:28 am

    WUB2 Update: As of now, the coding and sprite design of the two new special features of Ep2 is completed. The only major coding left to do is for the new enemy type. Should pose a big challenge for me, as I have never added a new enemy before. Quite confused how to add the new enemy definitions into ChaosEdit...



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    Post by jayngo26 Thu Jun 18, 2009 10:13 am

    Update: Last night I coded in the new enemy. Amazingly, I only had one error (which ended up being a minor, simple mistake) Laughing. I was also able to figure out how to add all the definitions into ChaosEdit for the new enemy. Now, all the coding that is left is to change some of my new enemy's functions around so he behaves and attacks the way I want him to...



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    Post by jayngo26 Sat Jun 27, 2009 3:04 pm

    Update: All major coding on Episode 2 has now been completed. 2 more special features were also added, bringing the total to 6 now. Next up- Mapping and detailed story...



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    Post by jayngo26 Mon Jul 06, 2009 4:10 pm

    Update:Episode 2 level 1 map has been completed. Secret level 10 has also been started, including some gameplay puzzles as well. I have also found a super easy way to code in my Awards (achievements). I even have the cool little 360 achievement sound effect...



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    Post by jayngo26 Sun Dec 13, 2009 5:36 pm

    Well, after a 5 month hiatus I am officially back on the mod scene. Just needed a break for a while. The creative juices were getting bogged down a bit. Episode 2 is still in good shape. All major coding and sprite work is completed. All that is left is the mapping of 8 levels and logfile (story) work (plus correcting a few minor coding glitches). With some good hard work, Operation: End Epidemic should hopefully be completed in the next few coming months...



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    Post by jayngo26 Sun Dec 20, 2009 3:17 pm

    Well, after much trial and error, I have successfully uploaded my Wolfenstein: Umbrella Beginnings Episode 2, Operation: End Epidemic teaser trailer to youtube.

    Hope everybody likes it! Let me know.

    Operation: End Epidemic teaser/trailer



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    Post by jayngo26 Mon Dec 28, 2009 1:42 pm

    I have added another coding feature into Operation: End Epidemic.

    Check out the video for it here: Operation: End Epidemic New Feature Trailer



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    Post by jayngo26 Sun Jan 24, 2010 7:18 pm

    Been a while since my last update. Much has taken place:
    ~Added timed God Mode artifact
    ~Added more sprites/animated sprites/movable objects
    ~Completed mapping of level 3 "Treasure Trove"
    ~Completed newly designed sub-boss
    ~Completed coding of new sub-boss and end boss
    ~Added a few new digitized sounds to engine and new pics to VGAGraph
    ~Updated Read This! with treasure info
    ~Completed Logfiles for Level 3 and 4
    ~Added new "science lab" wall tiles
    ~Fixed minor Headhunter ammo bug



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    Post by jayngo26 Sat Mar 13, 2010 8:07 pm

    Well, I'm back with another update. You'll be happy to know production on Episode 2 Operation: End Epidemic is in full swing once again.
    These past few days I:
    ~Completed mapping of Level 2
    ~Tested playthroughs of Level 2
    ~Added/designed new pics on Episode Select Screen
    ~Added the very first Easter Egg to WUB (Wolfenstein:Umbrella Beginnings)
    ~Completed more story in the collectible Logfiles
    ~Completed Level names and Music selection for each level

    I am back into obsessive compulsive mode again, which is a good thing. It means a lot more work will go into the mod. This thing should of been done 5 months ago...



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    Post by Dean Sun Mar 14, 2010 5:04 pm

    Any chance of seeing some screenshots?



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    Post by jayngo26 Mon Mar 15, 2010 12:22 pm

    Dean wrote:Any chance of seeing some screenshots?

    Here you go:Operation: End Epidemic Screenshots

    You can also go here:Operation: End Epidemic Teaser Trailer
    And here:Operation: End Epidemic Feature Trailer 1



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    Post by Dean Mon Mar 15, 2010 6:01 pm

    Thanks Jayngo, I've bookmarked your site as well now.



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    Post by jayngo26 Mon Mar 15, 2010 6:27 pm

    Dean wrote:Thanks Jayngo, I've bookmarked your site as well now.

    Nice! Wolfenstein Umbrella Beginnings Icon_cool

    You can also check out my "mod updates" pages. I have one for Ep1 and one for Ep2....



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    Post by jayngo26 Fri Mar 19, 2010 9:06 pm

    Latest Operation: End Epidemic updates:

    -Completed the mapping of level 4 along with playtesting
    -Completed the mapping of level 5 along with playtesting
    -Completed logfile work for level 5
    -Added some more sprites to the engine
    -Fixed coloring on "lab" wall tile

    And probably more stuff but my tired brain cannot think anymore right now...



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    Post by jayngo26 Tue Mar 30, 2010 1:42 pm

    Latest Operation: End Epidemic update:

    -Completed the mapping of level 6 along with playtesting
    -Added two new images to the VGAGraph
    -Fixed Tile8s in VGAGraph (finally!)
    -Added two new sprites
    -Added more to the FINART
    -Coding done for Award *From the belly of the beast!*

    And some more minor stuff like change of ceiling colors and par times...



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    Post by Dean Thu Apr 22, 2010 6:03 pm

    Can I give some feedback for WUB2?

    - I would suggest replacing a few more of the original game walls and sprites than you did in WUB. For me it really idividualises a mod when you do so, the blue prison walls especially need to go in my opinion.
    - I really enjoyed the mapping in WUB, except for Level 8 but I'm sure it looked like the 'umbrella' in the editor so I can see why you used it. Keep working on your mapping and I'm sure some really great levels will follow. Only suggestion I can make was please don't include any empty rooms like there was in WUB, it's not hard to add some extra sprites into the engine to be able to include sprites in every room of different types. I see the bases of a potentially really good mapper with you Jayngo, but it takes practice and more pratice to really define your skill.
    - The statute/ghosts where a fantastic idea and really made me hurry through that level scared they were on my tail the entire time.
    - Be careful of the 1,000,000 points mark, I think I might have just crept over it when I last played through WUB with there not being enough score spaces on the status bar.
    - SDL - it's the future of Wolf and just gives you so many more options. I'd love to see a fully blown out version of WUB with ceilings and multiple floors, outdoor areas and everything else 4SDL offers.

    These are just some suggestions to help make WUB2 even better than WUB was. As I've said before I really enjoyed the original and can't wait to play the new release. I'm serious when I say, 'Let me know if I can help in any way.' Smile



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    Post by jayngo26 Fri Apr 23, 2010 12:09 am

    Thanks for all the suggestions Dean. I really appreciate your feedback. Here are my responses:

    1. There are some new wall tiles in Ep2, however the blue/dungeon tiles remain. You must remember, I am an old school wolfer and my goal was to split this mod with Wolf3d/Resident Evil feelings and design.

    2. Yes, level 8 in Ep1 was and Umbrella Symbol, and in my ChaosEdit all the colors match accordingly. Wolfenstein Umbrella Beginnings Icon_cool I also realize that there were some empty rooms in Ep1. That usually meant I was nearing the 399 object limit. Currently I have added over 70 sprites to the WUB engine, so there should be some nice variety when you play Ep2. There is also a new enemy type and 2 all new bosses I designed/modified.

    3. Thanks. I have gotten a lot of good feedback on the moving armor. You will be pleased to know that they return in Ep2 as well. This time, in an all new diabolical puzzle...

    4. Truthfully, the 1 million point mark never really bothered me. I figure that if you obtain that much in points, then you really deserve high recognition as an excellent player! I do think while the score only displays up to 999,999 on the status bar, the High Score Menu shows your true score...

    5. Yes. I have huge aspirations for Ep3. And, since I am just about out of all extra memory by the completion of Ep2, I will have no choice but to switch over to SDL. It will be a huge task for me, since it means complete re-coding of everything I have done. If you know code and would like to help when the time comes for Ep3 to begin, that would be great! Wolfenstein Umbrella Beginnings Icon_biggrin

    For your info, I have already learned how to compile SDL with wolf and have even added night sky and snow fall. Look for that as an opening level in Ep3...

    Also, when I "port" Ep1 and Ep2 to SDL, I will perhaps go back and add floor/ceiling and maybe even more wall tiles with the 64+ wall tile code. Hehe, it will then be the Super Uber Special Gold Edition of WUB...

    Oh, a quick update on Ep2. The only thing left to complete is the mapping of levels 7-9. Brian has been testing it for a few weeks and so far, it appears to be bug-free...
    I still need help from Nexion to try and fix a small/minor bug with the collectible item code he helped me with. Nexion, whenever you lurk around this forum again...I need one last code fix...



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    Post by Dean Fri Apr 23, 2010 4:48 pm

    From what I understand a lot of the coding can be just taken from the DOS version and inserted straight into the SDL files. I have no interest in coding but there's some talented people like WSJ, Andy & Havoc that could very easily help you out.



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    Post by jayngo26 Sun Apr 25, 2010 1:04 pm

    Yes. Wlhack looked over all my coding changes and said they should all be able to be used with SDL, although a little tinkering may be needed for some of it. Still, I will probably end up needing help with some code transition as well as new coding to be used for Ep3. If anyone would like to help with the coding for Ep3, just drop me a private message. Much of the coding is very advanced, so it should be a nice challenge for some...



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    Post by Nexion Thu Apr 29, 2010 6:42 pm

    Holy Hell that thing is still creeping through the Haven catacombs.
    Maybe I should poke it with Excalibur and roast it to see if it's well done.
    Planet Jay already has risen over Umbrella in a dark 'n rainy night?
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    Post by jayngo26 Fri Apr 30, 2010 2:35 am

    Nexion wrote:Holy Hell that thing is still creeping through the Haven catacombs.
    Maybe I should poke it with Excalibur and roast it to see if it's well done.
    Planet Jay already has risen over Umbrella in a dark 'n rainy night?

    Yes, WUB is still wriggling around, waiting to be released...

    And, Planet Jay will simply be amazing ppl...just wait....and see....imagine...space clowns from jupiter...cloned michael jackson's that throw noses...a Swiss Army knife/weapon with multiple features including bruce lee kung fu kicks...and, Schabb's driving a taxi cab... Wolfenstein Umbrella Beginnings Icon_twisted



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    Post by noticen24 Tue Jun 22, 2010 8:29 pm

    I mean, who really wants to pick up an old corpse like that, huh? I mean really

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    Post by jayngo26 Sat Aug 14, 2010 7:39 am

    Well, work has once again picked up on Ep2. Currently I am working on the boss level. There are roughly 2 1/2 maps left to finish and one minor coding issue I'm trying to resolve currently. Hopefully I can get myself together and finish this game up!



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    Post by Dean Mon Aug 16, 2010 8:05 pm

    Fantastic news Jayngo, really looking forward to playing this! Smile



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    Post by jayngo26 Tue Aug 17, 2010 6:12 am

    Thanks Dean.

    Current statis:

    -Level 9 (boss level) almost done.
    -Coding problem resolved. Now syringes pass through static objects.
    -Coded Schabbs model type to drop silver key at death.
    -Added one final (hopefully) sprite to engine.



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    Post by jayngo26 Sat Aug 21, 2010 6:07 pm

    Latest Update for Operation: End Epidemic

    -Level 9 completed along with playtesting.
    -Coded in two more Awards.
    -Added one new sound effect.
    -Changed two boss death animations.(Made more bloody!)
    -Added one new sprite.(Second Easter Egg)




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    Post by Tenamk Fri Oct 15, 2010 7:04 am

    The only thing I didn't like in your mod were the doors.
    I think they need to be more colorful
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    Post by jayngo26 Tue Oct 26, 2010 10:40 am

    Tenamk wrote:The only thing I didn't like in your mod were the doors.
    I think they need to be more colorful

    Hmm. Well now, there's an interesting comment. As always, I love constructive criticism-it helps pave the road to better things next time around. However, I am sad to report that the doors from Ep1 have stayed the same for Ep2.

    However-look for many more door varieties in Ep3 (which will be converted to sdl)...



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    Post by jayngo26 Wed Oct 27, 2010 8:00 am

    Latest Update for Operation:End Epidemic

    You will be pleased to know that worked has started up (once again) on O:EE. There's not much left to do.

    -Mapping of Level 8 halfway done.
    -Mapping of Level 7 halfway done.
    -Mapping of Level 10 halfway done.
    -Minor coding like par times and ceiling color changes for these floors to do still.
    -Logfile for Level 7 still needs to be written.
    -Minor coding change involving the changing of an item dropped by defeated enemy on level 8 still needs to be coded.

    And, that's about it. I am officially giving a release time of somewhere in November. It gives me motivation to finish this up that way!
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    Post by jayngo26 Fri Oct 29, 2010 11:02 am

    Latest Update for Operation:End Epidemic

    -Completed the mapping of Level 8
    -Completed the playtesting of Level 8
    -The mapping of Level 7 is coming along well and should be completed by the end of the weekend if all goes as planned.

    The way things are going now, Ep2 should release very early in November...(crosses fingers).



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    Post by Per-Scan Fri Oct 29, 2010 3:33 pm

    Remember, remember. Brains in November...

    Can't wait! I really enjoyed the first one so I'm expecting something of a treat with this. Smile
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    Post by jayngo26 Sat Oct 30, 2010 9:33 am

    Thanks Per-Scan Very Happy

    I plan on having Level 7 mapped by the day's end.

    Until then, enjoy this little sneak peak: Zombys Zombie Zombys Zombie



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    Post by jayngo26 Sat Oct 30, 2010 3:23 pm

    Latest Update for Operation:End Epidemic

    -Completed mapping of Level 7
    -Completed Logfile for Level 7
    -Completed playtesting for Level 7
    -Coded in two new Awards/Achievements
    -Reworked blue swastika wall tile. Swastika replaced with newly designed Umbrella symbol
    -Reworked grey wall Hitler pic from Nocturnal Missions. Hitler replaced with newly designed Wesker portrait
    -Added new Awards to ENDART

    Lot's accomplished today! I only have the mapping of level 10 to finish up and then some playtesting of entire completed Episodes 1 & 2. (Just to confirm Ep1 still functions properly!)



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    Post by Tenamk Mon Nov 01, 2010 4:13 am

    Good Good Good Good *dead*



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    Post by jayngo26 Mon Nov 01, 2010 11:26 pm

    Latest Update for Operation:End Epidemic

    -Playtested game from beginning to end.
    -Fixed minor bug with uniform/magnum code. Now you are detected if you fire the magnum while in uniform. (Thanks to the pink bunny for the coding help on this one.)
    -Changed almost every swastika occurrence to Umbrella logos. Edited wall tiles galore!
    -Changed coloring/edited the purple eagle banner wall tile and the blue cross wood wall tile.
    -Gave Schabbs beta version to playtest
    -Still working out one possible or non-possible bug with collection system. It's hard to tell at the moment for I am very tired/dead/undead.



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